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Moving 1.2 out of beta, thanks to everyone for the feedback !
General Fixes:
Fixed RL lod not working with skins
Fixed Plasma lod not working with skins
Fixed bolt rifle lod not working with skins
Fixed issue where UI would crash when opening last crate
Gamma now clamped at 2.7 when in menu (so menu is readable)
Hid "buy (in store)" item in profile menu when selecting non-purchasable items not yet found in a crate
Increased ui2EditBox/textRegion max length from 256 to 8000 so addon descriptions don't get truncated
Main menu forge/map editor buttons now ensure sv_allowedit 1 is set
Old replays using rulesets removed from game (experimental, experimental_plus, experimental_stake) should now playback as desired
Gib explode directions should now be more consistent when playing back replays continously
Removed 'blip' sound from menu.rep
Forge:
Fixed issue where UI would break when adding bogus values to text entry boxes
Updated Reflex_Weapons.zip to include all base textures
Added Digi Pink skin set
Art:
Fixed issue where Speed ragdoll legs crash the game
Fixed previous optimisation pass which disabled several particles (such as steam, steam_lava etc)
Fixed jump anim that was bugging out the arm
Purity:
Fixed issue where pak file assets were always taking precedence
Visual clarity mod verified to work, as it should be
Custom sounds now work too
Custom Rulesets:
Fixed issue where gconst_stake_enabled (and others) wern't properly reset when returning from a custom ruleset
Fixed Crash in “map” with “sv_startruleset” used
Fixed issues switching between two custom rulesets
Custom ruleset are now always "based on" competitive. i.e. if you don't set a gconst, it will to default to what's in competitive.
Exposed gconst_expose_timers_to_lua
Exposed gconst_powerups_drop
Exposed gconst_default_game_timelimit (keep in mind this will set to ALL gamemodes! don't specify if you want the default of different values per gamemode)

No one in NA plays matchmaking for reasons other than what you've stated here. MM duels are simply not as enjoyable as dueling in a normal server since you cannot chat with your opponent, cannot choose the map you want to play, are often forced to play maps that aren't particularly relevant, and (as of late) cannot chose to play any ruleset other than competitive which is a poor experience for the majority of players. NA has almost collectively made a choice to not play MM, and its of no fault of the devs, its the design of modern MM systems in general. And, back when turbo queuing was first introduced people complained about being put against people too far from their skill rating and so the devs changed the scaling, if I remember correctly.
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http://steamcommunity.com/sharedfiles/filedetails/?id=799460767&searchtext=race+leaderboard
The technical barriers to creating something like this are extensive, people have brought up this point many times, and the devs have addressed it before.
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Rocket knockback works properly, just because it is different from other AFPS does not mean it is wrong or broken.
The Spawn system works as intended in almost all cases, the only time that you spawn in your opponents face is if your opponent is moving very quickly or using teleporters. This is behavior is critical to the gameplay of Reflex. Spawn fragging has been part of the meta game for a long time, and there is no reason or method to change that. Considering the size of the maps in Reflex there are sometimes almost no locations in which the player can be spawned to avoid being spawnfragged, and even if the game could somehow determine what that location is, then the spawn system would become too predictable and spawn forcing would be an even more viable strategy.